Update #72: Shattered Glass
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[/p][p]Knights and mercs, tonight we have a big update setting down in New Boston. It has new bonuses wired in for the Extra Item Carry nodes, improved Blueprint selection for Secondary Objectives, some key fixes and balance around Turrets for Shadow Sites, and a massive pile of fixes for F10s reported by the player base. For your F10s and the chance to improve the game, we thank you![/p][p]If you're enjoying the steady pace of improvement and expansions, please consider leaving a review![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]Unlock: Extra Item Carry Nodes[/h2][p]
[/p][p]We're excited to roll out the next steps in the plans around improving the Extra Item Carry nodes on your class trees. With this update, we've made 1 clarification, 1 simplification and 1 buff - [/p]
[/p][p]First, if you had an issue with Shadow Site where the loot was shown in the objective llst as "ERROR" we have fixed this issue. We have both fixed it so that it cannot occur again and fixed it so that if you have a game that is currently on that mission in that state, it will resolve itself automatically when the game is opened.[/p][p]Shadow Site mission description also now mentions the name of the merc who gave the tip on the site, in case you want to know exactly who it was later.[/p][p]
Finally, Shadow Sites are much more likely to include Turrets as a defensive mechanism. This is a great place to bump their priority, as Shadow Sites are supposed to be heavily defended. In a scavenger looting mission, you usually also can route around them if you can't straight up fight them, or it is time to invest in some more drone Talents to be able to jam them and pass them by.[/p][p][/p][h2]Secondary Objective Blueprints[/h2][p]
[/p][p]With Update #73, we've completed some significant rewrites to how Blueprints are selected when offered as the reward for secondary objectives like going fast or taking out a number of enemy guards. This should both increase the variety of Blueprints that can be offered by also widens the range of Power Levels they can be pulled from, which should have the overall effect of making these rewards more interesting to chase.[/p][p][/p][h2]Mission Power Level[/h2][p]
For those players playing on difficulty levels that reduce Power Levels, we've made some changes to how they display in the mission list. The mission list will now give you the Power Level at which the mission was generated at and not reduce it due to your difficulty Power Level offset and base. This prevents some difficulties from always so many missions as Power Level 1 incorrectly.[/p][p][/p][h2]String / String Key Fixes[/h2][p]As we are wrapping up the translation for a public beta to Steam, we are chasing and resolving any string issues caused by the preparation of the source for final translation efforts. With this update, we've fixed the mission description for HIGH STREET and one of the Fadelight Blades missions that had both disappeared, fixed new typos, and fixed an issue with barracks tag sets in the Safehouse sometimes switching over to a key instead of legible text.[/p][p]We're excited to be in the final motions with this project and will be bringing it to you soon.[/p][p][/p][h2]Other F10s[/h2][p]With Update #73, we hammered the F10 list hard! The full list is in the changelog below.[/p][p]We fixed an important bug that was allowing you to possibly gain more than 6 cybernetic implants. If you had entered this state, you won't be able to replace any implant again until you uninstall enough to return to the fair limit.[/p][p]We fixed the lingering issue that the last Account wouldn't sell with hotkeys.[/p][p]We rebalanced some of the Heavy Damage intrinsic Blueprints.[/p][p]And we fixed a bug in New Game that could cause a lot of "invisible programs" to be spammed if you swapped Hackers repeatedly.[/p][p]And so many more - but see below for everything. A huge thanks again to everyone in the community submitting an F10![/p][p][/p][h2]v2.5.43 - #72: Shattered Glass - 3/5/2026[/h2][p] - Powerful bonuses and +0.1 AP available to all classes in the root node for extra item carry (cost = 1 Level Point)[/p][p] - Clarified text for extra item carry nodes - training a node allows +1 item carry of any type[/p][p] - Simplified tree structure for extra item carry nodes - single line of upgrades instead of two singles[/p][p] - Improved Blueprint selection for mission secondary objective rewards[/p][p] - Shadow Sites are now much more likely to have Turrets defending them to increase their risk factors[/p][p] - Fixed bug where a Shadow Sites might end up with missing loot that is shown in objectives like "ERROR"[/p][p] - Improved mission description for Shadow Site missions to identify the merc who provided thie tip[/p][p] - Improved display of missions in the mission list to show correct Power Level even with scaling applied [/p][p] - Switched contact names in HOVERDROP WIPE description - description had Ghoul / Octane flipped[/p][p] - Removed some Limit Break Temp Trait options from enemy contacts that didn't make sense / just noise[/p][p] - Fixed bug locking up the game after the use of some attack Talents like Skullshot[/p][p] - Fixed bug with melee weapons that shred armor suddenly stating they cause tiny amounts of Pure Dmg instead[/p][p] - Fixed issue with HIGH STREET mission and Fadelight Blades missions where the mission description could be broken[/p][p] - Fixed mismatched extraction points and objectives in Resupply Station map[/p][p] - Fixed UI bug that could allow installation of more than 6 cybernetic implants [/p][p] - Fixed bug that could prevent selling of the final Account using hotkeys[/p][p] - Fixed matrix bug that could cause program charges to be incorrect on second connection to matrix[/p][p] - Fixed new game bug that would leave extra inaccessible Programs around if you swapped Hackers during start[/p][p] - Fixed issue where "0 Ready Mercs" on roster would show as broken string[/p][p] - Fixed progression issues with Heavy Damage 1-3 Intrinsic mods[/p]
- [p]Clarification: we have renamed the node "Unlock: Extra Item Carry" instead of "Passive: Extra Item Carry" as passive is a type of Talent.[/p]
- [p]Simplification: there was no reason to have the upgrade nodes stacked vertically instead of stacked as a usual row of upgrades. We've made this node more like other nodes.[/p]
- [p]Ok, another clarification: we fixed the incorrect text on the nodes claiming that they allowed only specific item types when they in fact allow "any item" to be carried.[/p]
- [p]Finally, the buffs; with Update #72, each Unlock Extra Item Carry node has gained very nice class tree buff for your characters. Every node in all classes adds +0.1 Action Points and a powerful buff (above what you can get for 1 Level Point usually) that focuses on some of the core aspects of your class (Hacking for Wireghost/Hackers, Ballistic Damage for Soldiers, etc). These buffs are on the unlocking node, which means this node is valuable even if you decide not to purchase the upgrades and actually expand your item capacity. It also means you can get 2 of these nodes if you multi-class for a total of +0.2 AP and other excellent bonuses.[/p]